test(vfx): harden live missile and effect lifetimes
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset. Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures. Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green. Co-Authored-By: Codex <noreply@openai.com>
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@ -42,6 +42,18 @@ public sealed class ParticleHookSink : IAnimationHookSink
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public Action<string>? DiagnosticSink { get; set; }
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/// <summary>
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/// Diagnostic ownership counts used by lifecycle stress gates. These count
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/// the sink's retained bookkeeping, not only emitters still present in the
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/// particle simulator, so teardown tests can detect a stale logical ID or
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/// per-owner handle bag after the underlying emitter has gone away.
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/// </summary>
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public int ActiveBindingCount => _bindingsByHandle.Count;
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public int LogicalEmitterCount => _handlesByKey.Count;
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public int TrackedOwnerCount => _handlesByEntity.Count;
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public int RenderPassOwnerCount => _renderPassByEntity.Count;
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public int HiddenPresentationOwnerCount => _hiddenPresentationOwners.Count;
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private void OnEmitterDied(int handle)
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{
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if (!_bindingsByHandle.TryRemove(handle, out EmitterBinding binding))
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